Currently I think about parsing the effects out to a seperate file (sprites.spr or so) to severely reduce file size and severely increase compability for future and previous versions.Would be nice if you made it read the dat/spr for the effects
Sounds very logic.I am working on something similar at the moment. Not quite the same though.
I strive for maximum abilities, yet it's very likely that the code will be open source (even though it's not written that greatly, imo).Also please make sure it supports all parameters and functionality of TFS spell system or you can release it open source and we could progress that for you! <3
You can just add/edit custom vocations to the resources.xml file if you want. It's easiest and most globally compatible to do it this way.Does it take the vocations from vocations.xml or is it by id(sorc1,druid2 etc)?
Werk je er elke dag aan?
Currently I think about parsing the effects out to a seperate file (sprites.spr or so) to severely reduce file size and severely increase compability for future and previous versions.
However, currently I just use manually parsed .gif files - which makes it easy to edit and add custom spells to it.
Still not sure if I should parse the dat/spr file run-time. Corrupted spr files (which are a trouble at RME for example), support for all spr file versions should be added, etc etc.
If you have a great reason to parse the original dat/spr files run-time, tell me and I'll reconsider.
Sounds very logic.
I strive for maximum abilities, yet it's very likely that the code will be open source (even though it's not written that greatly, imo).
Benis generally your custom
sprites would be misplaced within your spr.. Therefore it would be difficult to "locate" automatically?!
You are more likely to have the seperate effects you created individually anyway + the like 40 effects tibia has. So please do explain how it is much easier to read custom
sprites frOm a random position in the spr than to use manual files?
As do remember if you have custom
sprites you would most likely have them
Individually
Generally if you have custom sprites you have a custom dat/spr file, so it would be faster to make the effects by adding the dat/spr files into the system rather then creating the image files
I see.
It's mainly that I have no experience at all with custom sprites myself, so that's why.
I'll try to add it, seems a lot easier then parsing them manually anyway.